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A jam submission

aVoidView game page

Godot game jam #69 submission
Submitted by woeder — 2 hours, 54 minutes before the deadline
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aVoid's itch.io page

Results

CriteriaRankScore*Raw Score
Controls#54.1544.154
Fun#104.0004.000
Originality#164.1544.154
Overall#193.7803.780
Theme#214.0004.000
Audio#373.6153.615
Accessibility#603.0003.000
Graphics#603.5383.538

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.2.1

Wildcards Used
Give me a minute

Game Description
Avoid the enemies tactically to drop them in the Void hole.

How does your game tie into the theme?
The main mechanic is the Void hole which is the only way to kill enemies.

Source(s)
https://woeder.itch.io/avoid

Discord Username(s)
Woeder

Participation Level (GWJ Only)
This is the second time

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Comments

Submitted(+1)

This game is ADDICTING. The core loop is soooo good. I love taking my pet void for walkies and feeding him snacks. Definitely one of my favorite games I've played so far. Unfortunately it softlocked for me around wave 5 or so because the game thought there was 1 enemy remaining when there wasnt.

Developer

Thank you so much! I had not encountered softlocking, so thanks for the feedback, I will look into it!

Submitted(+1)

The only way I can think to explain this game: this game feels like game design done right :)

The mechanics feel like the definition of "easy to learn, hard to master". Mechanically it's very simple, but the introduction of the taunt mechanic adds a lot of nuance to the game that I absolutely love. Not sure if it was intentional or not, but the fact that you can't move while taunting actually feels really good - you get this game of chicken where the enemy is almost on top of you, and you're just holding space like your life depends on it - sure, you can stop taunting and walk away, but you also really want to see if the void will catch the enemy before they reach you.

All the enemies I encounter so far felt unique - there was something different about how each of them interacted with the player and how they forced you to change your playstyle.

Difficulty curve felt great - I never felt bored, but never felt overwhelmed either.

The concept itself was great and original - Many people thought about having the void chasing the player, but don't think I've seen someone use it as the main combat mechanic too! Completely spins the idea on its head, really love it.

Gameplay itself felt smooth. Sprites all looked pretty good, music brought the atmosphere together well, and the slight animation when the enemies get pulled into the void felt satisfying.

"Satisfying". That's the best way to describe this game. When you get a big group of enemies into the void, it felt good, it felt like your planning and cunning paid off. When you died, you knew there was something you could do differently (or in my case: played chicken and lost haha).

I'm seriously impressed, this is probably one of the best games I've played this jam, in all honesty.

Only managed to survive until wave 6, but this is a game I'm definitely coming back to after the game jam!

Developer(+1)

Thank you for the kind words! I am also happy how the taunting mechanic came out. Did you also notice that the void slightly speeds up when it gets closer to you? This makes the taunting an even more dangerous trade off. I would love to add even more unique enemies or even a boss, so let me know if you have ideas!

Submitted

I didn't, actually :O That's amazing!

Will do! Definitely excited to see what ideas you think of :D

Submitted(+1)

wOW! One of the best I have played this jam. I hope you get some more plays, you deserve it! Really thought the mechanic was cool and fun to use. I was pleasantly surprised when I did not die on first contact. I like your choice of slowing the player instead. That gave the player a second chance and was a brilliant move.

Nice job!!

Developer

Thank you! I was wondering how I should communicate this mechanic to players, but I am glad that the surprise of not dying to enemies was a happy surprise and not frustrating. Did you also notice that each time you take damage, the slow is applied for a longer time, indicated by the broken bone? Let me know if you have any tips on how the damage could be better communicated!

Submitted(+1)

Surprisingly entertaining! I really enjoyed it. Great music and audio too!

Developer

Thank you! For this jam I decided to not create the music and sounds myself, so all credits go to Minifantasy - Dungeon Audio Pack by Leohpaz (itch.io)!

Submitted(+1)

Hey There, Cool use of theme, and i love the player face when taunting the black hole !!! Super cool, Only thing I can see to improve fast you game, is a better animation when enemies get absorbed + particles! Well done !

Developer(+1)

Thank you for the feedback! I agree that the hole itself can use more particles in general, and especially when gobbling up some enemies. Maybe it could burp out some body parts?

Submitted

That would be really cool !

(+1)

Really fun an addicting gameplay loop, thoroughly enjoyed it!

Also really appreciated the off-screen indicators.

Developer

Thank you! The indicators where definitely a must when I noticed I started waiting in the middle for enemies to come into the screen, which is not a fun time. Quality of life above all!